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+# Open Source FBX Specification for the Importer
+
+The goal of this document is to make everything in FBX clearly stated, any errors will be corrected over time this
+is a first draft.
+
+## fbx parser - originally from assimp
+
+- Folder: /modules/fbx/fbx_parser
+- Upstream: assimp
+- Original Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23, 2019)
+- License: BSD-3-Clause
+
+This can never be updated from upstream, we have heavily modified the parser to provide memory safety and add some
+functionality. If anything we should give this parser back to assimp at some point as it has a lot of new features.
+
+# Updating assimp fbx parser
+
+Don't. it's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
+
+Many days were put into rewriting the parser to use safe code and safe memory accessors.
+
+# File Headers
+
+FBX Binaries start with the header "Kaydara FBX Binary"
+
+FBX ASCII documents contain a larger header, sometimes with copyright information for a file.
+
+Detecting these is pretty simple.
+
+# What is an OP link?
+It's an object to property link. It lists the properties for that object in some cases. Source and destination based by
+ID.
+
+# What is a OO link?
+Its an object to object link, it contains the ID source and destination ID.
+
+# FBX Node connections
+
+Nodes in FBX are connected using OO links, This means Object to Object.
+
+FBX has a single other kind of link which is Object Property, this is used for Object to Property Links, this can be
+ extra attributes, defaults, or even some simple settings.
+
+# Bones / Joints / Locators
+
+Bones in FBX are nodes, they initially have the Model:: Type, then have links to SubDeformer the sub deformer
+is part of the skin there is also an explicit Skin link, which then links to the geometry using OO links in the
+document.
+
+# Rotation Order in FBX compared to Godot
+
+**Godot uses the rotation order:** YXZ
+
+**FBX has dynamic rotation order to prevent gimbal lock with complex animations**
+
+```cpp
+enum RotOrder {
+ RotOrder_EulerXYZ = 0
+ RotOrder_EulerXZY,
+ RotOrder_EulerYZX,
+ RotOrder_EulerYXZ,
+ RotOrder_EulerZXY,
+ RotOrder_EulerZYX,
+ RotOrder_SphericXYZ // nobody uses this - as far as we can tell
+};
+```
+
+
+# Pivot transforms
+
+### Pivot description:
+- Maya and 3DS max consider everything to be in node space (bones joints, skins, lights, cameras, etc)
+- Everything is a node, this means essentially nodes are auto or variants
+- They are local to the node in the tree.
+- They are used to calculate where a node is in space
+```c++
+// For a better reference you can check editor_scene_importer_fbx.h
+// references: GenFBXTransform / read the data in
+// references: ComputePivotTransform / run the calculation
+// This is the local pivot transform for the node, not the global transforms
+Transform ComputePivotTransform(
+ Transform chain[TransformationComp_MAXIMUM],
+ Transform &geometric_transform) {
+ // Maya pivots
+ Transform T = chain[TransformationComp_Translation];
+ Transform Roff = chain[TransformationComp_RotationOffset];
+ Transform Rp = chain[TransformationComp_RotationPivot];
+ Transform Rpre = chain[TransformationComp_PreRotation];
+ Transform R = chain[TransformationComp_Rotation];
+ Transform Rpost = chain[TransformationComp_PostRotation];
+ Transform Soff = chain[TransformationComp_ScalingOffset];
+ Transform Sp = chain[TransformationComp_ScalingPivot];
+ Transform S = chain[TransformationComp_Scaling];
+
+ // 3DS Max Pivots
+ Transform OT = chain[TransformationComp_GeometricTranslation];
+ Transform OR = chain[TransformationComp_GeometricRotation];
+ Transform OS = chain[TransformationComp_GeometricScaling];
+
+ // Calculate 3DS max pivot transform - use geometric space (e.g doesn't effect children nodes only the current node)
+ geometric_transform = OT * OR * OS;
+ // Calculate standard maya pivots
+ return T * Roff * Rp * Rpre * R * Rpost.inverse() * Rp.inverse() * Soff * Sp * S * Sp.inverse();
+}
+```
+
+# Transform inheritance for FBX Nodes
+
+The goal of below is to explain why they implement this in the first place.
+
+The use case is to make nodes have an option to override their local scaling or to make scaling influenced by orientation, which i would imagine would be useful for when you need to rotate a node and the child to scale based on the orientation rather than setting on the rotation matrix planes.
+```cpp
+// not modified the formatting here since this code must remain clear
+enum TransformInheritance {
+ Transform_RrSs = 0,
+ // Parent Rotation * Local Rotation * Parent Scale * Local Scale -- Parent Rotation Offset * Parent ScalingOffset (Local scaling is offset by rotation of parent node)
+ Transform_RSrs = 1, // Parent Rotation * Parent Scale * Local Rotation * Local Scale -- Parent * Local (normal mode)
+ Transform_Rrs = 2, // Parent Rotation * Local Rotation * Local Scale -- Node transform scale is the only relevant component
+ TransformInheritance_MAX // end-of-enum sentinel
+};
+
+enum TransformInheritance {
+ Transform_RrSs = 0,
+ // Local scaling is offset by rotation of parent node
+ Transform_RSrs = 1,
+ // Parent * Local (normal mode)
+ Transform_Rrs = 2,
+ // Node transform scale is the only relevant component
+ TransformInheritance_MAX // end-of-enum sentinel
+};
+```
+
+# Axis in FBX
+
+Godot has one format for the declared axis
+
+AXIS X, AXIS Y, -AXIS Z
+
+FBX supports any format you can think of. As it has to support Maya and 3DS Max.
+
+#### FBX File Header
+```json
+GlobalSettings: {
+ Version: 1000
+ Properties70: {
+ P: "UpAxis", "int", "Integer", "",1
+ P: "UpAxisSign", "int", "Integer", "",1
+ P: "FrontAxis", "int", "Integer", "",2
+ P: "FrontAxisSign", "int", "Integer", "",1
+ P: "CoordAxis", "int", "Integer", "",0
+ P: "CoordAxisSign", "int", "Integer", "",1
+ P: "OriginalUpAxis", "int", "Integer", "",1
+ P: "OriginalUpAxisSign", "int", "Integer", "",1
+ P: "UnitScaleFactor", "double", "Number", "",1
+ P: "OriginalUnitScaleFactor", "double", "Number", "",1
+ P: "AmbientColor", "ColorRGB", "Color", "",0,0,0
+ P: "DefaultCamera", "KString", "", "", "Producer Perspective"
+ P: "TimeMode", "enum", "", "",6
+ P: "TimeProtocol", "enum", "", "",2
+ P: "SnapOnFrameMode", "enum", "", "",0
+ P: "TimeSpanStart", "KTime", "Time", "",0
+ P: "TimeSpanStop", "KTime", "Time", "",92372316000
+ P: "CustomFrameRate", "double", "Number", "",-1
+ P: "TimeMarker", "Compound", "", ""
+ P: "CurrentTimeMarker", "int", "Integer", "",-1
+ }
+}
+```
+
+#### FBX FILE declares axis dynamically using FBX header
+Coord is X
+Up is Y
+Front is Z
+
+#### GODOT - constant reference point
+Coord is X positive,
+Y is up positive,
+Front is -Z negative
+
+### Explaining MeshGeometry indexing
+
+Reference type declared:
+- Direct (directly related to the mapping information type)
+- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
+
+ControlPoint is a vertex
+* None The mapping is undetermined.
+* ByVertex There will be one mapping coordinate for each surface control point/vertex.
+ * If you have direct reference type vertices [x]
+ * If you have IndexToDirect reference type the UV
+* ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
+* ByPolygon There can be only one mapping coordinate for the whole polygon.
+ * One mapping per polygon polygon x has this normal x
+ * For each vertex of the polygon then set the normal to x
+* ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
+* AllSame There can be only one mapping coordinate for the whole surface.